2 * Copyright (c) 2007, 2008, 2009, Czirkos Zoltan <cirix@fw.hu>
4 * Permission to use, copy, modify, and distribute this software for any
5 * purpose with or without fee is hereby granted, provided that the above
6 * copyright notice and this permission notice appear in all copies.
8 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
9 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
10 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
11 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
12 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
13 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
14 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
20 void gd_game_free(GdGame *game)
25 if (game->element_buffer)
26 gd_cave_map_free(game->element_buffer);
27 if (game->last_element_buffer)
28 gd_cave_map_free(game->last_element_buffer);
30 gd_cave_map_free(game->dir_buffer);
32 gd_cave_map_free(game->gfx_buffer);
34 game->player_lives = 0;
37 gd_cave_free(game->cave);
42 // add bonus life. if sound enabled, play sound, too.
43 static void add_bonus_life(GdGame *game, boolean inform_user)
47 gd_sound_play_bonus_life();
48 game->bonus_life_flash = 100;
51 // really increment number of lifes? only in a real game, nowhere else.
52 if (game->player_lives &&
53 game->player_lives < gd_caveset_data->maximum_lives)
55 // only add a life, if lives is > 0.
56 // lives == 0 is a test run or a snapshot, no bonus life then.
57 // also, obey max number of bonus lives.
62 // increment score of player.
63 // flash screen if bonus life
64 static void increment_score(GdGame *game, int increment)
68 i = game->player_score / gd_caveset_data->bonus_life_score;
69 game->player_score += increment;
70 game->cave_score += increment;
72 // if score crossed bonus_life_score point boundary, player won a bonus life
73 if (game->player_score / gd_caveset_data->bonus_life_score > i)
74 add_bonus_life(game, TRUE);
77 // do the things associated with loading a new cave. function creates gfx buffer and the like.
78 static void load_cave(GdGame *game)
82 // delete element buffer
83 if (game->element_buffer)
84 gd_cave_map_free(game->element_buffer);
85 game->element_buffer = NULL;
87 // delete last element buffer
88 if (game->last_element_buffer)
89 gd_cave_map_free(game->last_element_buffer);
90 game->last_element_buffer = NULL;
92 // delete direction buffer
94 gd_cave_map_free(game->dir_buffer);
95 game->dir_buffer = NULL;
99 gd_cave_map_free(game->gfx_buffer);
100 game->gfx_buffer = NULL;
103 game->cave_score = 0;
105 // delete previous cave
106 gd_cave_free(game->cave);
108 if (native_bd_level.loaded_from_caveset)
109 game->original_cave = gd_get_original_cave_from_caveset(game->cave_num);
111 game->original_cave = native_bd_level.cave;
113 game->cave = gd_get_prepared_cave(game->original_cave, game->level_num);
115 // if requested, recolor cave (cave is a copy only, so no worries)
116 if (setup.bd_random_colors)
117 gd_cave_set_random_colors(game->cave, setup.bd_default_color_type);
119 if (game->cave->intermission && game->cave->intermission_instantlife)
120 add_bonus_life(game, FALSE);
122 game->milliseconds_anim = 0;
123 game->milliseconds_game = 0; // set game timer to zero, too
125 game->cycle_counter = 0;
127 // create new element buffer
128 game->element_buffer = gd_cave_map_new(game->cave, int);
130 for (y = 0; y < game->cave->h; y++)
131 for (x = 0; x < game->cave->w; x++)
132 game->element_buffer[y][x] = O_NONE;
134 // create new last element buffer
135 game->last_element_buffer = gd_cave_map_new(game->cave, int);
137 for (y = 0; y < game->cave->h; y++)
138 for (x = 0; x < game->cave->w; x++)
139 game->last_element_buffer[y][x] = O_NONE;
141 // create new direction buffer
142 game->dir_buffer = gd_cave_map_new(game->cave, int);
144 for (y = 0; y < game->cave->h; y++)
145 for (x = 0; x < game->cave->w; x++)
146 game->dir_buffer[y][x] = GD_MV_STILL;
148 // create new gfx buffer
149 game->gfx_buffer = gd_cave_map_new(game->cave, int);
151 for (y = 0; y < game->cave->h; y++)
152 for (x = 0; x < game->cave->w; x++)
153 game->gfx_buffer[y][x] = -1; // fill with "invalid"
156 GdCave *gd_create_snapshot(GdGame *game)
160 if (game->cave == NULL)
163 // make an exact copy
164 snapshot = gd_cave_new_from_cave(game->cave);
169 // this starts a new game
170 GdGame *gd_game_new(const int cave, const int level)
174 game = checked_calloc(sizeof(GdGame));
176 game->cave_num = cave;
177 game->level_num = level;
179 game->player_lives = gd_caveset_data->initial_lives;
180 game->player_score = 0;
182 game->player_move = GD_MV_STILL;
183 game->player_move_stick = FALSE;
184 game->player_fire = FALSE;
186 game->state_counter = GAME_INT_LOAD_CAVE;
188 game->show_story = TRUE;
193 boolean check_iteration_reached(GdGame *game)
195 int millisecs_elapsed = 20;
197 return (game->milliseconds_game + millisecs_elapsed >= game->cave->speed);
200 static void iterate_cave(GdGame *game, GdDirection player_move, boolean fire)
202 boolean suicide = FALSE;
204 // ANYTHING EXCEPT A TIMEOUT, WE ITERATE THE CAVE
205 if (game->cave->player_state != GD_PL_TIMEOUT)
207 if (TapeIsPlaying_ReplayBD())
209 byte *action_rnd = TapePlayAction_BD();
211 if (action_rnd != NULL)
213 int action_bd = map_action_RND_to_BD(action_rnd[0]);
215 player_move = (action_bd & GD_REPLAY_MOVE_MASK);
216 fire = (action_bd & GD_REPLAY_FIRE_MASK) != 0;
221 gd_cave_iterate(game->cave, player_move, fire, suicide);
223 if (game->cave->score)
224 increment_score(game, game->cave->score);
226 gd_sound_play_cave(game->cave);
229 if (game->cave->player_state == GD_PL_EXITED)
231 if (game->cave->intermission &&
232 game->cave->intermission_rewardlife &&
233 game->player_lives != 0)
235 // one life extra for completing intermission
236 add_bonus_life(game, FALSE);
239 // start adding points for remaining time
240 game->state_counter = GAME_INT_CHECK_BONUS_TIME;
241 gd_cave_clear_sounds(game->cave);
243 // play cave finished sound
244 gd_sound_play(game->cave, GD_S_FINISHED, O_NONE, -1, -1);
245 gd_sound_play_cave(game->cave);
248 if (game->cave->player_state == GD_PL_DIED ||
249 game->cave->player_state == GD_PL_TIMEOUT)
251 game_bd.game_over = TRUE;
252 game_bd.cover_screen = TRUE;
256 static GdGameState gd_game_main_int(GdGame *game, boolean allow_iterate, boolean fast_forward)
258 int millisecs_elapsed = 20;
259 boolean frame; // set to true, if this will be an animation frame
260 GdGameState return_state;
264 counter_next = GAME_INT_INVALID;
265 return_state = GD_GAME_INVALID_STATE;
266 game->milliseconds_anim += millisecs_elapsed; // keep track of time
267 frame = FALSE; // set to true, if this will be an animation frame
269 if (game->milliseconds_anim >= 40)
272 game->milliseconds_anim -= 40;
275 // cannot be less than uncover start.
276 if (game->state_counter < GAME_INT_LOAD_CAVE)
280 else if (game->state_counter == GAME_INT_LOAD_CAVE)
282 // do the things associated with loading a new cave. function creates gfx buffer and the like.
285 return_state = GD_GAME_NOTHING;
286 counter_next = GAME_INT_SHOW_STORY;
288 else if (game->state_counter == GAME_INT_SHOW_STORY)
290 // for normal game, every cave can have a long string of description/story. show that.
292 // if we have a story...
294 if (game->show_story && game->original_cave && game->original_cave->story != NULL)
295 Info("Cave Story: %s", game->original_cave->story);
298 counter_next = GAME_INT_START_UNCOVER;
299 return_state = GD_GAME_NOTHING;
301 else if (game->state_counter == GAME_INT_START_UNCOVER)
303 // the very beginning.
305 // cover all cells of cave
306 for (y = 0; y < game->cave->h; y++)
307 for (x = 0; x < game->cave->w; x++)
308 game->cave->map[y][x] |= COVERED;
310 counter_next = game->state_counter + 1;
312 // very important: tell the caller that we loaded a new cave.
313 // size of the cave might be new, colors might be new, and so on.
314 return_state = GD_GAME_CAVE_LOADED;
316 else if (game->state_counter < GAME_INT_UNCOVER_ALL)
320 // to play cover sound
321 gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
322 gd_sound_play_cave(game->cave);
324 counter_next = game->state_counter;
330 // original game uncovered one cell per line each frame.
331 // we have different cave sizes, so uncover width * height / 40 random
332 // cells each frame. (original was width = 40).
333 // this way the uncovering is the same speed also for intermissions.
334 for (j = 0; j < game->cave->w * game->cave->h / 40; j++)
336 y = gd_random_int_range(0, game->cave->h);
337 x = gd_random_int_range(0, game->cave->w);
339 game->cave->map[y][x] &= ~COVERED;
342 counter_next++; // as we did something, advance the counter.
345 return_state = GD_GAME_NOTHING;
347 else if (game->state_counter == GAME_INT_UNCOVER_ALL)
349 // time to uncover the whole cave.
350 for (y = 0; y < game->cave->h; y++)
351 for (x = 0; x < game->cave->w; x++)
352 game->cave->map[y][x] &= ~COVERED;
354 // to stop uncover sound.
355 gd_cave_clear_sounds(game->cave);
356 gd_sound_play_cave(game->cave);
358 counter_next = GAME_INT_CAVE_RUNNING;
359 return_state = GD_GAME_NOTHING;
361 else if (game->state_counter == GAME_INT_CAVE_RUNNING)
367 cavespeed = game->cave->speed; // cave speed in ms, like 175ms/frame
369 cavespeed = 40; // if fast forward, ignore cave speed, and go as 25 iterations/sec
371 // ITERATION - cave is running.
373 // normally nothing happes. but if we iterate, this might change.
374 return_state = GD_GAME_NOTHING;
376 // if allowing cave movements, add elapsed time to timer. and then we can check what to do.
378 game->milliseconds_game += millisecs_elapsed;
380 // increment cycle (frame) counter for the current cave iteration
383 if (game->milliseconds_game >= cavespeed)
387 game->milliseconds_game -= cavespeed;
388 pl = game->cave->player_state;
390 // initialize buffers for last cave element and direction for next iteration
391 for (y = 0; y < game->cave->h; y++)
393 for (x = 0; x < game->cave->w; x++)
395 game->last_element_buffer[y][x] = game->element_buffer[y][x] & ~SKIPPED;
396 game->dir_buffer[y][x] = GD_MV_STILL;
400 // store last maximum number of cycle frames (to force redraw if changed)
401 game->itermax_last = game->itermax;
403 // store maximum number of cycle frames separately for even and odd cycles
404 game->itermax2[game->cycle_counter % 2] = game->itercycle;
406 // update maximum number of cycle frames per cave iteration
407 game->itermax = game->itermax2[!(game->cycle_counter % 2)];
409 // reset cycle frame counter for the next cave iteration
412 iterate_cave(game, game->player_move, game->player_fire);
414 game->cycle_counter++;
416 if (game->player_move == GD_MV_STILL)
418 game->player_move_stick = FALSE;
422 game->player_move_stick = TRUE;
423 game->player_move = GD_MV_STILL;
426 // as we iterated, the score and the like could have been changed.
427 return_state = GD_GAME_LABELS_CHANGED;
429 // and if the cave timeouted at this moment, that is a special case.
430 if (pl != GD_PL_TIMEOUT && game->cave->player_state == GD_PL_TIMEOUT)
431 return_state = GD_GAME_TIMEOUT_NOW;
434 // do not change counter state, as it is set by iterate_cave()
435 counter_next = game->state_counter;
437 else if (game->state_counter == GAME_INT_CHECK_BONUS_TIME)
439 // before covering, we check for time bonus score
442 // if time remaining, bonus points are added. do not start animation yet.
443 if (game->cave->time > 0)
445 // subtract number of "milliseconds" - nothing to do with gameplay->millisecs!
446 game->cave->time -= game->cave->timing_factor;
448 // higher levels get more bonus points per second remained
449 increment_score(game, game->cave->timevalue);
451 // if much time (> 60s) remained, fast counter :)
452 if (game->cave->time > 60 * game->cave->timing_factor)
454 // decrement by nine each frame, so it also looks like a fast counter. 9 is 8 + 1!
455 game->cave->time -= 8 * game->cave->timing_factor;
456 increment_score(game, game->cave->timevalue * 8);
460 if (game->cave->time < 0)
461 game->cave->time = 0;
463 counter_next = game->state_counter; // do not change yet
467 game_bd.level_solved = TRUE;
468 game_bd.cover_screen = TRUE;
470 // if no more points, start waiting a bit, and later start covering.
471 counter_next = GAME_INT_WAIT_BEFORE_COVER;
474 if (game->cave->time / game->cave->timing_factor > 8)
475 gd_sound_play(game->cave, GD_S_FINISHED, O_NONE, -1, -1); // play cave finished sound
478 gd_cave_set_seconds_sound(game->cave);
479 gd_sound_play_cave(game->cave);
481 return_state = GD_GAME_LABELS_CHANGED;
485 return_state = GD_GAME_NOTHING;
487 // do not change counter state, as it is set by iterate_cave()
488 counter_next = game->state_counter;
491 else if (game->state_counter == GAME_INT_WAIT_BEFORE_COVER)
493 // after adding bonus points, we wait some time before starting to cover.
494 // this is the FIRST frame... so we check for game over and maybe jump there
495 // if no more lives, game is over.
496 counter_next = game->state_counter;
498 if (game->player_lives == 0)
499 return_state = GD_GAME_NO_MORE_LIVES;
501 return_state = GD_GAME_NOTHING;
503 else if (game->state_counter > GAME_INT_WAIT_BEFORE_COVER &&
504 game->state_counter < GAME_INT_COVER_START)
506 // after adding bonus points, we wait some time before starting to cover.
507 // ... and the other frames.
508 counter_next = game->state_counter;
510 counter_next++; // 40 ms elapsed, advance counter
512 return_state = GD_GAME_NOTHING;
514 else if (game->state_counter == GAME_INT_COVER_START)
516 // starting to cover. start cover sound.
518 gd_cave_clear_sounds(game->cave);
519 gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
521 // to play cover sound
522 gd_sound_play_cave(game->cave);
524 counter_next = game->state_counter + 1;
525 return_state = GD_GAME_NOTHING;
527 else if (game->state_counter > GAME_INT_COVER_START &&
528 game->state_counter < GAME_INT_COVER_ALL)
531 gd_sound_play(game->cave, GD_S_COVERING, O_COVERED, -1, -1);
533 counter_next = game->state_counter;
539 counter_next++; // 40 ms elapsed, doing cover: advance counter
541 // covering eight times faster than uncovering.
542 for (j = 0; j < game->cave->w * game->cave->h * 8 / 40; j++)
543 game->cave->map[gd_random_int_range(0, game->cave->h)][gd_random_int_range (0, game->cave->w)] |= COVERED;
546 return_state = GD_GAME_NOTHING;
548 else if (game->state_counter == GAME_INT_COVER_ALL)
551 for (y = 0; y < game->cave->h; y++)
552 for (x = 0; x < game->cave->w; x++)
553 game->cave->map[y][x] |= COVERED;
555 counter_next = game->state_counter + 1;
556 return_state = GD_GAME_NOTHING;
558 // to stop uncover sound.
559 gd_cave_clear_sounds(game->cave);
560 gd_sound_play_cave(game->cave);
566 if (game->player_lives != 0)
567 return_state = GD_GAME_NOTHING; // and go to next level
569 return_state = GD_GAME_GAME_OVER;
575 if (game->bonus_life_flash) // bonus life - frames
576 game->bonus_life_flash--;
578 game->animcycle = (game->animcycle + 1) % 8;
581 // always render the cave to the gfx buffer;
582 // however it may do nothing if animcycle was not changed.
583 if (game->element_buffer && game->gfx_buffer)
584 gd_drawcave_game(game->cave, game->element_buffer, game->last_element_buffer, game->gfx_buffer,
585 game->bonus_life_flash != 0, game->animcycle, setup.bd_show_invisible_outbox);
587 game->state_counter = counter_next;
592 void play_game_func(GdGame *game, int action)
595 boolean move_up = ((action & JOY_UP) != 0);
596 boolean move_down = ((action & JOY_DOWN) != 0);
597 boolean move_left = ((action & JOY_LEFT) != 0);
598 boolean move_right = ((action & JOY_RIGHT) != 0);
599 boolean fire = ((action & (JOY_BUTTON_1 | JOY_BUTTON_2)) != 0);
601 if (game->player_move_stick || move_up || move_down || move_left || move_right) // no "fire"!
604 game->player_move = gd_direction_from_keypress(move_up, move_down, move_left, move_right);
606 // when storing last action, only update fire action with direction
607 // (prevents clearing direction if snapping stopped before action is performed)
608 game->player_fire = fire;
611 // if no direction was stored before, allow setting fire to current state
612 if (game->player_move == GD_MV_STILL)
613 game->player_fire = fire;
615 // tell the interrupt "20ms has passed"
616 state = gd_game_main_int(game, !game->out_of_window, FALSE);
618 // state of game, returned by gd_game_main_int
621 case GD_GAME_CAVE_LOADED:
622 // scroll to start position
623 gd_scroll_to_origin();
625 // fill whole screen with black - cave might be smaller than previous!
626 FillRectangle(gd_screen_bitmap, 0, 0, SXSIZE, SYSIZE, BLACK_PIXEL);
633 // for the sdl version, it seems nicer if we first scroll, and then draw.
634 // scrolling for the sdl version will merely invalidate the whole gfx buffer.
635 // if drawcave was before scrolling, it would draw, scroll would invalidate,
636 // and then it should be drawn again
637 // only do the drawing if the cave already exists.
638 if (game->cave && game->element_buffer && game->gfx_buffer)
640 // if fine scrolling, scroll at 50hz. if not, only scroll at every second call, so 25hz.
641 // do the scrolling. scroll exactly, if player is not yet alive
642 game->out_of_window = gd_scroll(game, game->cave->player_state == GD_PL_NOT_YET, FALSE);